mirror of
https://github.com/2revoemag/PSF-BotServer.git
synced 2026-03-26 07:19:09 +00:00
initial coding for packet and its tests; includes commented-out extended functionality
This commit is contained in:
parent
daa22c572e
commit
38a4e128b6
3 changed files with 84 additions and 1 deletions
|
|
@ -368,7 +368,7 @@ object GamePacketOpcode extends Enumeration {
|
|||
// 0x28
|
||||
case 0x28 => noDecoder(CreateShortcutMessage)
|
||||
case 0x29 => noDecoder(ChangeShortcutBankMessage)
|
||||
case 0x2a => noDecoder(ObjectAttachMessage)
|
||||
case 0x2a => game.ObjectAttachMessage.decode
|
||||
case 0x2b => noDecoder(UnknownMessage43)
|
||||
case 0x2c => noDecoder(PlanetsideAttributeMessage)
|
||||
case 0x2d => game.RequestDestroyMessage.decode
|
||||
|
|
|
|||
|
|
@ -0,0 +1,60 @@
|
|||
// Copyright (c) 2016 PSForever.net to present
|
||||
package net.psforever.packet.game
|
||||
|
||||
import net.psforever.packet.{GamePacketOpcode, Marshallable, PlanetSideGamePacket}
|
||||
import scodec.Codec
|
||||
import scodec.codecs._
|
||||
|
||||
/**
|
||||
* Change the location of an item within the game's inventory system.<br>
|
||||
* <br>
|
||||
* The data portion of this packet defines a player, an item, and a destination.
|
||||
* After the packet is received by the client, the item will be guaranteed to be within the player's inventory in the codified location.
|
||||
* The "inventory" in this case includes both the player's literal grid inventory and their available equipment slots.
|
||||
* Where the item was before it was moved is not specified.<br>
|
||||
* <br>
|
||||
* This packet is a complementary packet that simulates a lazy TCP-like approach to coordinating item manipulation.
|
||||
* In some cases, the client will (appear to) proceed with what it intended to do without waiting for the server to confirm.
|
||||
* For example, grabbing an item from an inventory position will generate a `MoveItemMessage` that defines "the player's cursor" as a destination.
|
||||
* The client will "attach to the player's cursor" without waiting for the `ObjectAttachMessage` from the server which echoes the destination.
|
||||
* The change is observable.
|
||||
* Inversely, the client is blocked from detaching the item from "the player's cursor" and putting it back into the inventory on its own.
|
||||
* It waits until it receives an `ObjectAttachMessage` in confirmation.<br>
|
||||
* <br>
|
||||
* Destination codes:<br>
|
||||
* `80` is the first pistol slot<br>
|
||||
* `81` is the second pistol slot<br>
|
||||
* `82` is the first rifle slot<br>
|
||||
* `83` is the second rifle slot<br>
|
||||
* `86` is the first entry in the player's inventory<br>
|
||||
* `00 FA` is a special dest/extra code that "attaches the object to the player's cursor"
|
||||
* @param player_guid the player GUID
|
||||
* @param item_guid the item GUID
|
||||
* @param dest a codified location within the player's inventory see above
|
||||
* //@param extra optional; a special kind of item manipulation; the common one is `FA`
|
||||
*/
|
||||
final case class ObjectAttachMessage(player_guid : PlanetSideGUID,
|
||||
item_guid : PlanetSideGUID,
|
||||
dest : Int)
|
||||
extends PlanetSideGamePacket {
|
||||
type Packet = ObjectAttachMessage
|
||||
def opcode = GamePacketOpcode.ObjectAttachMessage
|
||||
def encode = ObjectAttachMessage.encode(this)
|
||||
}
|
||||
|
||||
object ObjectAttachMessage extends Marshallable[ObjectAttachMessage] {
|
||||
// implicit val codec : Codec[ObjectAttachMessage] = (
|
||||
// ("player_guid" | PlanetSideGUID.codec) ::
|
||||
// ("item_guid" | PlanetSideGUID.codec) >>:~ { _ =>
|
||||
// ("dest" | uint8L) >>:~ ( loc =>
|
||||
// conditional(loc == 0, "extra" | uint8L)
|
||||
// )
|
||||
// }
|
||||
// ).as[ObjectAttachMessage]
|
||||
|
||||
implicit val codec : Codec[ObjectAttachMessage] = (
|
||||
("player_guid" | PlanetSideGUID.codec) ::
|
||||
("item_guid" | PlanetSideGUID.codec) ::
|
||||
("dest" | uint8L)
|
||||
).as[ObjectAttachMessage]
|
||||
}
|
||||
Loading…
Add table
Add a link
Reference in a new issue